Hey Scar. Dev has slowed down a bit due to the holidays, so I don’t want you to think you’re being ignored. Assuming you’re looking for the coding logic behind how profiles spawn so you’ll probably need to hang tight for a dev get some time to reply. Obviously for mission based solutions, you can force spawns with custom objectives, though I’m sure you’re after the code bits for your mod, in which case, you may need to hold tight for awhile until things pick back up.

Thank you @HeroesandvillainsOS. I already use custom objectives, those don’t do much unless there are players around it.

I have already investigated the code, and unfortunately the profileSpawner and the profileDespawner both do not allow much for integration. Even if I were to write my own spawner / despawner, it would interfere with those two. I do have a solution for this but it would require a "hacky" approach that I want to leave as a last resort.

Instead, I have a little idea that I need to try out. Both of them rely on anyPlayersInRange to decide whether to spawn / despawn units, which calls allPlayers . The interesting thing about that is that allPlayers returns not only players but also all connected Headless Clients. I am hoping to manage somewhat to create a HeadlessClient_F in the construction area that arma thinks is connected which, in turn, would make ALiVE spawn units.

It's a long shot though because I don’t think this achievable, and even if it works, it would only do so in multiplayer. Any other ideas welcome.